Caves of Qud

Caves of Qud

Reasonable Gameplay Options
24 Comments
Bo Gus 18 Apr @ 4:30pm 
SHIELDS ARE FINALLY USEFUL
biocrystalluminescence  [author] 31 Mar @ 1:07pm 
Swift Reflexes will work to help dodge thrown objects.
The skill text description also changes, but that part is delayed to after game restarts.
Goose 30 Mar @ 12:48pm 
Hey, thanks for this mod! Just wanted to ask, are the throwing weapon changes affected by Swift Reflexes, or will that only help dodge projectile attacks still?
H 25 Mar @ 10:56pm 
Selecting the item does not show "mod with tinkering", despite "look"ing at the item and it saying there should be one or two remaining modifications. They *are* showing up in the Tinkering screen though, I wasn't checking that before. And it is letting me mod them there.

And I'm talking proper armor and weapons that can have plenty of different mods, not things that are limited like books or trinkets. I've got the full tinkering tree learned too.

FWIW the Workshop was being weird with a different mod and Steam was serving a version that was almost a year out of date for some reason.
biocrystalluminescence  [author] 25 Mar @ 4:48pm 
Generating an item, and trying to mod an item, both use the same function to determine the number of mod slots left. This mod makes looking at an item's description use that function as well to display that number. The function also checks "if relic, and not looking at an item, and not in the tinkering screen" then is generating relic, so caps it at minimal mods, so relics always spawn with free slots for players to mod.
If those checks failed when you try to tinker, then it could cap relic modding early? But not sure if that accounts for all the issues, and those checks should be resilient even with other mods.
There's also some item types like books with only natural mods like jewel-encrusted, they might show even though player can't learn the mods for them.
biocrystalluminescence  [author] 25 Mar @ 4:48pm 
Can't replicate issues in testing. Is it just relics, and not other items? Do they not show up in item modding tinkering menu, or does selecting the item not show the 'mod this item' option, or? The skills option changing mod caps is intended.

As for Helping Hands, base game intentionally sets it to not inherit backpack mods, possibly because sturdy could mess with it's dismember-break-repair thing, or because it's already strong. It'll probably be a while before I mess with those. The Did It Rust mod can alert if it rusts or breaks.
H 25 Mar @ 1:30am 
As for things that I wish were tinkerable: Helping Hands is the top of the list. Sure, there's a couple of mods that offer alternatives, but I just wanna make 'em lacquered and sturdy.
H 24 Mar @ 7:28pm 
While I do have other mods installed, none of them should be touching tinkering mods in any way. That isn't to say there isn't a conflict somewhere... but damn this is a long run to try to diagnose in the middle of.
H 24 Mar @ 7:21pm 
I just toggled on the option to tinker Relics mid-game, though the mod's been installed since the start. I have a large number of relics by now, and while it says that most have mods slots, it's only letting me actually tinker some of them.

With the mod count by skills option toggled off, it's only letting me mod the ones that have a full three slots left.
With mod count by skills toggled on, it changed the count on some items, some low level ones gaining a slot (to 4), some high level ones losing a slot, but it's not letting me mod any that only have one slot left. A few relics stayed at two open slots, and became tinkerable with this option on.
Boamere 8 Mar @ 12:23pm 
Thanks for the response, appreciate it.
biocrystalluminescence  [author] 17 Feb @ 8:27pm 
Vano47:
Yeah, seems it was that, and your fix works; mod updated. Haven't had time to mod or play, so a few small things were missed.

Boamere:
Might be because basegame daggers always show melee stats; like how basegame thrown weapons like stones always show thrown stats eg ->15 1d10, even though they melee for ->4 1d2 when equipped in hand. My other mod affects that. Here, I might add something to buff throwing and/or force lathe, which I think has always been seen as underpowered?

Klomn: thanks :)
Vano47 17 Feb @ 1:16pm 
I have a sneaking suspicion that Math.Round(Double) rounds to the nearest even number by default, which rounds 2.5 to 2. Possible solution:

Skill based mods and relic mods.cs line 222
max += (int)Math.Round(((double)(skill - tier) / 2), MidpointRounding.AwayFromZero);
Vano47 17 Feb @ 1:01pm 
Possible bug, or I don't fully understand the math: with skill-based tinkering turned on, seems like tier 8 items only have 2 mod slots, despite me having all tinkering skills. Examples: Antimatter cell, Zetachrome Lune.
Boamere 4 Feb @ 11:23am 
Great mod thanks so much.

If you're going to look at adding stuff to do with throwing, and if you don't mind, could you have a look at the aggressive stance affecting throwing knives please? The reason I thought about this is because I'm using force-knives and I don't think the +2 i'm getting from aggressive stance is applying when throwing them (even though it says I have +2 on the look screen)
Klomn 20 Jan @ 3:49pm 
This is great, I like these additions very much! Also I like the way your name look in the mod selection page :3
flemingluiz 20 Jan @ 9:04am 
This is everything i wanted.
Squircle 18 Jan @ 5:38am 
How is this not a thing in vanilla? Are all shields in the world of Qud secretly buckler-sized?
biocrystalluminescence  [author] 12 Jan @ 3:07pm 
Mechtroid, TrueWolves:
Option shield item mods and skills added to to-do, since shield could definitely use more of both.

Neuroticrith:
Sort of? It'd be possible, but... either the shot PV beats armor, then shot deals damage and pierces through; or shot PV doesn't beat armor, and shot doesn't deal damage and doesn't pierce through.
Shield blocking just adds to shield AV to armor, both flavor and stat-wise, and doesn't otherwise interact. Enemy-piercing shots don't ignore armor, so it'd be a bit unintuitive to ignore shields.
Neuroticrith 12 Jan @ 5:03am 
Would it be possible to make enemy penetrating projectiles unblockable without special shields or specially modded shields? Balance wise you could make it so the projectile damages the enemy but doesn't penetrate through them.
TrueWolves 7 Jan @ 6:14am 
Creating a Shield skill or 3 for different types of blocking could be neat. Like "Riot Formation" to enhance multi-projectile blocking, "Aegis" for elemental damage, and/or "Take Cover" for explosions.
.::AI | Mechtroid 5 Jan @ 11:55am 
Love this concept. For the idea of explosive damage, I might suggest making that a mod findable on shields. "Towering" for explosions, and "Insulating" for elemental damages. Hell, you could even make the ranged defense a shield mod too.
biocrystalluminescence  [author] 3 Jan @ 1:02pm 
Gravenwitch: Thanks!
Wakko: It's a bit hidden since the only mention is in shield's skill descriptions that say 'melee attack', but nope. Also doesn't appear to be planned for vanilla: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/9832
Wakko 3 Jan @ 8:11am 
wait, it's not vanilla?
Gravenwitch 2 Jan @ 10:42pm 
Great work!